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Add override keywords.
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@@ -455,25 +455,25 @@ class ScriptEditorPlugin : public EditorPlugin {
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Script"; }
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bool has_main_screen() const { return true; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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virtual String get_name() const override { return "Script"; }
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bool has_main_screen() const override { return true; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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virtual void selected_notify() override;
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virtual void save_external_data();
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virtual void apply_changes();
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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virtual void restore_global_state();
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virtual void save_global_state();
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virtual void restore_global_state() override;
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virtual void save_global_state() override;
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
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virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual void get_breakpoints(List<String> *p_breakpoints) override;
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virtual void edited_scene_changed();
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virtual void edited_scene_changed() override;
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ScriptEditorPlugin(EditorNode *p_node);
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~ScriptEditorPlugin();
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